• 0 Votes
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    halfgiantH
    Veil of Absolute Deception School: Illusion (Glamer) [Mind-Affecting] / Abjuration Level: Clr 5 (True Cloak), Sor/Wiz 9 (Superior Invisibility), Psion 9 (Impenetrable Veil) Casting Time: 1 standard action Range: Personal or Touch (see text) Target: You or one creature or object touched Duration: 1 minute/level (D) Saving Throw: Will negates (harmless); see text Spell / Power Resistance: Yes (harmless) Amalgamated Spell Level Equivalent: 16th (Highest SL + Avg of the remaining) “In the shadowed halls of forgotten gods, where powermasters weave unseen threads and bend the fabric of thought, a secret was born—a veil so perfect that even the eyes of truth falter. The Veil of Absolute Deception cloaks its bearer in a tapestry of divine mystery, arcane illusion, and psionic denial, rendering them an enigma to all who seek them. To the world, they are a phantom, a lie so profound that reality itself bends to believe it.” Description: Veil of Absolute Deception is a powermaster spell masterful woven of divine, arcane, and psionic power, creating an unbreakable shroud that conceals the target from all forms of perception. This spell reverses the clarity of True Seeing to obscure truth, enhances Superior Invisibility’s total sensory concealment, and incorporates Impenetrable Veil’s psionic barrier to protect against mental and magical detection. The result is a near-perfect disguise that resists even the most potent divination and sensory abilities, making the target an unassailable phantom. Effect: When cast, Veil of Absolute Deception grants the following effects to the target: Total Sensory Invisibility: The target becomes invisible to all senses—sight, sound, smell, touch, and even magical detection—for the duration. This includes immunity to effects that normally reveaal invisibility, such as See Invisibility, Invisibility Purge, and Glitterdust. The target can attack, cast spells, or take other actions without breaking the invisibility, unlike standard invisibility spells. This effect extends to all gear carried or worn by the target, up to their maximum load. Divine Obfuscation: The spell creates a divine veil that obscures the target’s true nature from divination and supernatural senses. Spells and abilities such as True Seeing, Discern Location, Legend Lore, Scrying, and even True Seeing. Psionic Mental Barrier: The spell erects a psionic shield around the target’s mind and presence, rendering them immune to mind-affecting effects (e.g., Detect Thoughts, Dominate Person, or Mind Probe) and psionic detection powers (e.g., Detect Psionics, Clairvoyant Sense). Adaptive Illusion (Combined Effect): The caster can choose an alternate appearance for the target (e.g., a different creature, an object, or an empty space) that adapts dynamically to the observer’s expectations. This illusion affects all senses and is reinforced by the psionic and divine components, making it nearly impossible to disbelieve.
  • Powermaster Spell: Dimensional Ironskin

    Rules Discussion powermaster spell
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    halfgiantH
    Name: Dimensional Ironskin Level: Cleric 7 (Irongaurd, Greater), Wizard 4 (2E Stoneskin), Psion 7 (2E Dimensional Blade) Combined Level: 10 School: Abjuration [Force, Psionic] Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute per level (D) Saving Throw: None Spell Resistance: No The spell blocks 1d4 attacks, plus one attack per two levels of experience the caster has achieved. This limit applies regardless of attack rolls and regardless of whether the attack was physical or magical. For example, a stoneskin spell cast by a 9th-level wizard would protect against from five to eight attacks. An attacking griffon would reduce the protection by three each round; four magic missiles would count as four attacks in addition to inflicting their normal damage. When cast “Your skin takes on a metallic sheen with a stone-like texture, faintly glowing with swirling patterns of planar energy. Metal weapons pass through you harmlessly, while mundane and dimensional melee attacks are absorbed or deflected by the spell’s layered defenses.” Effect: When you cast Dimensional Ironskin, your skin transforms into a shimmering, metallic-stone hybrid infused with faint ripples of planar energy. This spell grants the following protections: Damage Reduction: The affected creature gains a virtual immunity to any attack by cut, blow, projectile, or the like. Even a sword of sharpness cannot affect a creature protected by stoneskin, nor can a rock hurled by a giant, a snake’s strike, etc. Immunity to Metal Weapons: You are immune to all damage from metal weapons (natural or manufactured), including melee and ranged attacks, as per Ironguard. This immunity persists for the full duration of the spell. Dimensional Protection: You are immune to melee attacks enhanced by dimensional or planar effects (e.g., a Dimensional Blade or similar psionic/arcane powers that bypass physical defenses by cutting through dimensions). This includes immunity to effects that teleport or sever your planar connection as part of a melee attack.
  • Powermaster Spell: Omniscient Sight

    Rules Discussion powermaster spell
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    halfgiantH
    Spell/Power Details Name: Omniscient Sight Level: Cleric 6 (True Seeing), Wizard 6 (True Seeing), Psion 6 (Pierce the Veil) Combined Level: 9 School/Discipline: Divination (Cleric/Wizard) / Clairsentience (Psion) Casting Time/Manifestation Time: 1 standard action Range: Personal or Touch (see below) Target: You or one creature touched Duration: 1 minute/level (D) Saving Throw: None or Will negates (harmless) Spell Resistance/Power Resistance: No “When you invoke Omniscient Sight, your eyes glow with a radiant light suffused with arcane runes and psionic energy. The world around you unveils its secrets as divine insight merges with arcane mastery and psionic clarity. Illusions melt away, hidden truths stand revealed, and the veils of deception part before your omniscient gaze.” Description Omniscient Sight combines divine revelation, arcane precision, and psionic clarity to grant the caster or a touched creature an unparalleled ability to perceive reality. Upon casting or manifesting this spell/power, the subject’s senses are heightened to a supernatural degree, piercing all forms of deception and illusion. The subject gains the following benefits: True Vision: The subject sees through all illusions (including invisibility, blur, displacement, mirage arcana, and similar effects), magical darkness, and polymorph or shapechanging effects, perceiving the true form of creatures and objects within 360 feet. This includes seeing through mundane disguises and obfuscations (e.g., fog, smoke) as if they were not present. Enhanced Detection: The subject automatically detects the presence of magical auras (as per Detect Magic), psionic auras (as per Detect Psionics), and alignment auras (as per Detect Evil/Good/Law/Chaos, all four simultaneously) within 360 feet, with no concentration required. With a standard action, the subject can analyze these auras to determine their strength, school/discipline, and specific properties. Mental Clarity: The subject gains immunity to mind-affecting illusions (e.g., phantasmal killer, weird) and a +4 bonus on Will saves against other mind-affecting effects for the duration, reflecting the psionic influence of mental discipline. Spiritual Insight: The subject can perceive the spiritual essence of creatures, gaining knowledge of their alignment (good, evil, lawful, chaotic) and whether they are undead, outsiders, or elementals, without requiring a check.
  • 0 Votes
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    halfgiantH
    Amalgamated Spell: Dimensional Triad Anchor Level: Cleric 4, Sorcerer/Wizard 4, Psion/Wilder 4 Combined Woven Spell Level: 8 School/Discipline: Abjuration (Divine), Abjuration (Arcane), Psychoportation (Psionic) Components: V, S (Verbal, Somatic) for Cleric/Wizard; Mental Focus (Psionic) Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature or object Duration: 1 minute/level (D) Saving Throw: None Spell Resistance/Power Resistance: Yes Description Dimensional Triad Anchor combines the divine authority of the gods, the arcane mastery of the multiverse, and the psionic manipulation of spacetime into a singular, potent effect. When cast, you emit a shimmering ray of energy that fuses radiant divine light, arcane glyphs, and a pulsating psionic resonance. This ray locks the target in place within the dimensional fabric, preventing all forms of extradimensional movement or travel. Effect The target is enveloped in a field of interlocking energies: a glowing divine aura, swirling arcane runes, and a subtle psionic hum. Dimensional Lock: The target cannot use any form of extradimensional travel or movement for the duration of the spell. This includes, but is not limited to: Teleportation effects (e.g., teleport, dimension door, greater teleport). Planar travel (e.g., plane shift, gate, astral projection). Ethereal or incorporeal movement (e.g., ethereal jaunt, etherealness). Psionic teleportation powers (e.g., psionic teleport, psionic dimension door). Universal Resistance: The caster level check (or manifester level check for psionic manifestation) is made at +4 to reflect the combined potency of the three traditions. Components Verbal (V): A resonant chant invoking divine authority, arcane precision, or psionic focus, depending on the caster’s tradition. Somatic (S): A gesture that traces a triangular sigil in the air, symbolizing the unity of divine, arcane, and psionic power. Mental Focus (Psionic): For psionic manifesters, the power requires intense concentration rather than verbal or somatic components, in line with psionic mechanics.
  • Metamagic Feat: Compressed Spell

    Rules Discussion metamagic feats spell
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    halfgiantH
    Compressed Spell [Mongoose Publishing; Ulltimate Feats; Page 13] You are able to reduce the area of effect of a spell in order to increase its damage. Prerequisites: Arcane Spellcaster 1+, Spellcrafting 8 ranks. Benefit: You are able to reduce the radius of a spell’s area by five feet to increase its damage by two dice. Spells affected by this feat use up a spell slot two levels higher than the spell’s actual level. Only spells with a radius listed in the area of effect can benefit from this spell.
  • Mechanic: Lightning Bolt

    Rules Discussion lightning bolt spell
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    daermadmD
    I had not reread the 2e spell in a while, but I thought I was playing by those rules. I did not even clearly recall that the spell did mention saving again for the bounce.
  • Harm Spell (Variant): Daerma Adventures

    Rules Discussion harm spell
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    daermadmD
    @halfgiant said in Harm Spell (Variant): Daerma Adventures: The 3.5 Harm (link) is a will save, just kept it the same. That works. Fixed the first post.
  • 0 Votes
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    halfgiantH
    @daermadm said in Spell: Koadic’s Endless Intellect: EQ spell. What source was this from? WW16500 Everquest RPG - Player_s Handbook [2002].pdf in the daerma library Page 285. (same thing that is posted above.)
  • Locate City

    Game Discussion spell divination
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    halfgiantH
    Locate City (Races of Destiny) Divination Level: Bard 1, Ranger 1, Sorcerer 1, Wizard 1, Spellthief 1, Consecrated Harrier 1, Components: V, Casting Time: 1 round Range: 10 miles/level Area: 10 miles/level radius circle, centered on you Duration: Instantaneous You sense the distance and direction to the nearest community of a minimum size designated by you at the time of casting. For instance, you could choose to find the nearest community at least as large as a village, or you could choose to locate only the nearest metropolis. This spell measures the distance to the “nearest” community as the minimum distance one would have to travel to reach the city without moving through solid objects. Thus, a caster on the surface isn’t likely to locate a subterranean city half a mile beneath his feet, even if the next closest community is 5 miles away overland.
  • Nature's Avatar

    Game Discussion spell buff evocation
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    halfgiantH
    Nature’s Avatar (Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers) Evocation Level: Druid 9, Components: V, S, DF, Casting Time: 1 action Range: Touch Target: Animal touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You infuse the subject with the spirit of nature. The affected creature gains a +10 morale bonus on attack and damage rolls and 1d8 temporary hit points per caster level, plus the effects of haste.
  • Spell: Heal

    Moved House Rules spell house rule 3.5e
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    daermadmD
    @halfgiant said in Spell: Heal: So a House Rule of the Heal spell a Clr 6th level spell does 500hp of healing, single target. How does this impact (or doesn’t) change Mass Heal. Heal, Mass Conjuration (Healing) Level: Clr 9, Healing 9 Range: Close (25 ft. + 5 ft./2 levels) Targets: One or more creatures, no two of which can be more than 30 ft. apart This spell functions like heal, except as noted above. The maximum number of hit points restored to each creature is 250. It will do 500 also.
  • Deathball (3.5e Spell)

    Rules Discussion spell needs discussed custom
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    DarkWulfD
    I was thinking the caster gains something like 5 or 10 hp per character lvl in hp return max. Thus at lvl 12 I would only get 60 (if 5 hp) or 120 (if 10 hp) max, no matter how many enemies I did damage too.?.?
  • Spell Points

    Pinned Moved House Rules official house rule 3.5e house rule spell points spell
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    daermadmD
    I updated this post with the rules listed on the main daerma.com page so that both places state the exactly the same thing.